Summary
//Here you can choose which skills to install. You can only install up to 254, ranging from IDs 1 - 254. Make sure you don’t use the same ID more than once.
//To disable a skill, define it as 255.
//Skills are categorized broadly by where their effect is applied, in no particular order within each category.
//AI Skills
//Provoke: Enemies are more likely to target this unit.
//By Tequila
#define ProvokeID 6
//Shade: Enemies are less likely to target this unit.
//By Sme
#define ShadeID 249
//Shade+: Enemies will not target this unit.
//By Sme
#define ShadePlusID 255
//Aura Skills
//Anathema: -10 Avoid/Dodge to all enemies within 3 tiles.
//Author Unknown (Initial Commit)
#define AnathemaID 94
//Blood Tide: Atk and Hit +5 to adjacent allies.
//By Sme
#define BloodTideID 223
//Charisma: Grants +10 Hit/Avoid to all allies within three tiles.
//By Darrman
#define CharismaID 148
//Charm: Allies within 2 tiles deal +2 damage.
//Author Unknown (Initial Commit)
#define CharmID 55
//Daunt: -5 Hit and Crit to all enemy units in a 3-tile radius.
//By Sme
#define DauntID 222
//Demoiselle: Male allies within 2 tiles receive -2 damage.
//Author Unknown (Initial Commit)
#define DemoiselleID 51
//Drive Skills: Allies within 2 spaces receive +4 to their respective stat.
//By Sme
#define DriveStrID 211
#define DriveMagID 212
#define DriveSpdID 213
#define DriveDefID 214
#define DriveResID 215
//Focus: +10 Critical if there are no allies within 3 tiles.
//Author Unknown (Initial Commit)
#define FocusID 92
//Gentilhomme: Female allies within 2 tiles receive -2 damage.
//Author Unknown (Initial Commit)
#define GentilhommeID 52
//Hex: -15 avoid to all adjacent enemies.
//By Snakey1
#define HexID 186
//Infiltrator: If within 2 spaces of two or more enemies, gain +3 damage and +15% hit.
//By Datagne
#define InfiltratorID 200
//Inspiration: Allies within 2 tiles deal +2 damage and receive -2 damage.
//Author Unknown (Initial Commit)
#define InspirationID 54
//Intimidate: -10 Avoid to all enemies within 2 tiles.
//Author Unknown (Initial Commit)
#define IntimidateID 84
//Lily’s Poise: Adjacent allies gain +1/-3 damage dealt/received.
//Author Unknown (Initial Commit)
#define LilysPoiseID 95
//Malefic Aura: Enemies within 2 tiles receive +2 magic damage.
//Author Unknown (Initial Commit)
#define MaleficAuraID 53
//Night Tide: Def and Res +5 to adjacent allies.
//By Sme
#define NightTideID 225
//Solidarity: Critical and Critical Avoid +10 to adjacent allies.
//By SD9k
#define SolidarityID 154
//Spur Skills: Adjacent allies gain +4 to their respective stat.
//Author Unknown (Initial Commit)
#define SpurStrID 58
#define SpurMagID 59
#define SpurSpdID 60
#define SpurDefID 61
#define SpurResID 62
//Tantivy: +10 Hit/Avoid if there are no allies within 3 tiles.
//Author Unknown (Initial Commit)
#define TantivyID 91
//Up With Arch: Adjacent ally units gain might equal to half this unit’s might. (Only if name starts with “Arch”)
//Author Unknown (Initial Commit)
#define UpWithArchID 255
//Voice of Peace: Enemies within 2 tiles deal -2 damage.
//Author Unknown (Initial Commit)
#define VoiceOfPeaceID 56
//White Pool: Atk and AS +5 to adjacent allies.
//By Sme
#define WhitePoolID 224
//Debuff Skills
//Seal Skills: Debuff opponent’s stat by 6 after combat. (Recover 1/turn)
//Author Unknown (Initial Commit)
#define SealStrID 101
#define SealSklID 102
#define SealSpdID 103
#define SealLukID 104
#define SealDefID 105
#define SealResID 106
//By Snakey1
#define SealMagID 210
//Full Metal Body: This unit is immune to all the Seal skills.
//By Leonarth
#define FullMetalBodyID 177
#define FullmetalBodyID FullMetalBodyID //Alias
//Effectiveness Skills
//Nullify: Unit is protected from all effective attacks.
//By Tequila
#define NullifyID 64
//Slayer: Deal effective damage to monster units.
//By Tequila
#define SlayerID 44
//Skybreaker: Deal effective damage to flying units.
//By Sme
#define SkybreakerID 248
//Resourceful: Double effectiveness multiplier.
//By Sme
#define ResourcefulID 126
//EXP Skills
//Paragon: Experience gain is doubled.
//Author Unknown (Initial Commit)
#define ParagonID 65
//Void Curse: This unit gives no experience when defeated.
//By Sme
#define VoidCurseID 255
//Growth Skills
//Blossom: 2x growth rates, but 1/2 exp gain.
//By Sme
#define BlossomID 216
//Aptitude: +20% to all growth rates.
//By Sme
#define AptitudeID 217
//HP Restoration Skills
//Renewal: Restore 30% of max HP at the start of each turn.
//Author Unknown (Initial Commit)
#define RenewalID 49
//Amaterasu: Allies within 2 tiles recover 20% HP each turn.
//Author Unknown (Initial Commit)
#define AmaterasuID 57
//Camaraderie: Recover 10% HP each turn if there are allies within 2 tiles.
//Author Unknown (Initial Commit)
#define CamaraderieID 87
//Relief: Recover 20% HP each turn if there are no allies within 2 tiles.
//Author Unknown (Initial Commit)
#define ReliefID 90
//Bond: All allies within 3 tiles recover 10% HP each turn.
//Author Unknown (Initial Commit)
#define BondID 93
//Forager: Recover 20% HP each turn if on a Plain, Forest or Mountain.
//By Leonarth
#define ForagerID 176
//Imbue: Recover HP equal to Magic at the start of each turn.
//By Sme
#define ImbueID 255
//Movement Skills
//Acrobat: All traversable terrain costs 1 movement.
//By Tequila
#define AcrobatID 1
//Armor March: At start of turn, if unit is adjacent to an armor ally, unit and adjacent armor allies gain +2 Mov.
//By Leonarth
#define ArmorMarchID 174
//Pass: Can move through enemy units.
//By Tequila
#define PassID 2
//Keep Up: At start of turn, if unit is within 3 spaces of an ally with Canto or Canto+, unit gains +2 Mov.
//By Sme
#define KeepUpID 131//Indoor March: At start of turn, if unit is on indoor terrain, unit gains +2 Mov.
//By Sme
#define IndoorMarchID 127//Nature Rush: At start of turn, if unit is on natural terrain, unit gains +2 Mov.
//By Sme
#define NatureRushID 240
//Mug-Loading Skills
//Quantum Visage: Face changes every time it’s looked at.
//By Leonarth
#define RandomMugID 146
//Identity Problems: This unit can’t decide on a name or face.
//By Leonarth
#define IdentityProblemsID 147
//Post-Battle Skills
//Breath of Life: After attacking,allies in 2 tiles heal of 20% max HP.
//By circleseverywhere
#define BreathOfLifeID 139
//Canto: Can move again after certain actions.
//By Tequila
#define CantoID 11
//Canto+: Can move again after attacking and other actions.
//By Tequila
#define CantoPlusID 3
//Despoil: Obtain a Red Gem after attacking and defeating an enemy. (Luck % activation)
//Author Unknown (Initial Commit)
#define DespoilID 135
//Fury: +2 Atk/Spd/Def/Res. Unit takes 6 damage after combat.
//By circleseverywhere
#define FuryID 140
//Galeforce: Move again after attacking and defeating an enemy.
//Author Unknown (Initial Commit)
#define GaleforceID 48
//Lifetaker: Restore up to 25% HP after attacking and defeating an enemy.
//Author Unknown (Initial Commit)
#define LifetakerID 47
//Poison Strike: Deals damage equal to 20% of the enemy’s max HP after battle this unit initiates.
//By Snakey1
#define PoisonStrikeID 184
//Grisly Wound: Deals damage equal to 20% of the enemy’s max HP after every battle.
//By Snakey1
#define GrislyWoundID 185
//Powerstaff: Get another action after using a staff.
//By Sme
#define PowerstaffID 209
//Re-Move: Luck% chance to get another action at end of turn.
//By Sme
#define ReMoveID 208
//Savage Blow: After attacking, enemies within 2 tiles take 20% damage.
//By circleseverywhere
#define SavageBlowID 89
//Cultured: If unit attacks next to a unit with Nice Thighs, move again. -50 hit against units with Nice Thighs.
//By Sme
#define CulturedID 129
//Gridmaster: Movement skills do not end your action.
//By Sme
#define GridmasterID 255
//Pre-Battle Skills
//Axefaith: Axes can’t lose durability, and grants +Luck*1.5 Hit when wielding axes.
//By 2WB & Colorz
#define AxeFaithID 173
#define AxefaithID AxeFaithID //Alias
//Battle Veteran: Gain +1 damage and +5% Hit per 10 levels unit has.
//By Datagne
#define BattleVeteranID 192
//Blow Skills: Apply a stat bonus when initiating battle.
//By Rossendale
#define DuelistsBlowID 26
#define DeathBlowID 27
#define DartingBlowID 28
#define WardingBlowID 29
#define CertainBlowID 30
#define ArmoredBlowID 31
//By Darrman
#define HeroesDeathBlowID 255
//Breaker Skills: +50 Hit/Avo when enemy has the specified weapon type equipped.
//By Rossendale
#define SwordbreakerID 19
#define LancebreakerID 20
#define AxebreakerID 21
#define BowbreakerID 22
#define TomebreakerID 23
//Charge: Gain +1 damage for every two squares moved.
//By Datagne
#define ChargeID 199
//Critical Force: Base critical is Skl * 1.5.
//Author Unknown (Initial Commit)
#define CriticalForceID 117
//Killing Machine: Total critical rate is doubled.
//Author Unknown (Initial Commit)
#define KillingMachineID 116
//Crit Boost: +15 critical rate.
//Author Unknown (Initial Commit)
#define CritUpID 43
#define CritBoostID CritUpID //Alias
//Strong Riposte: When under attack, damage +3.
//Author Unknown (Initial Commit)
#define StrongRiposteID 112
//Patience: When under attack, avoid +10.
//Author Unknown (Initial Commit)
#define PatienceID 113
//Pursuit: When under attack, attack speed +2.
//Author Unknown (Initial Commit)
#define PursuitID 114
//Chivalry: When foe is at full HP, attack and def/res +2.
//Author Unknown (Initial Commit)
#define ChivalryID 118
//Pragmatic: When foe is not at full HP, attack +3 and def/res+1.
//Author Unknown (Initial Commit)
#define PragmaticID 119
//Defiant Avoid/Crit: When HP is 25% or lower, gain +30 Avoid or Crit.
//By Sme
#define DefiantAvoID 227
#define DefiantCritID 228
//Indoor/Outdoor Fighter: +10 Hit and Avo when fighting indoors/outdoors.
//By Sme
#define IndoorFighterID 241
#define OutdoorFighterID 242
//Elbow Room: +3 damage dealt when on open terrain.
//Author Unknown (Initial Commit)
#define ElbowRoomID 99
//Even/Odd Rhythm: +10 Hit and Avoid on even or odd numbered turns.
//Author Unknown (Initial Commit)
#define OddRhythmID 255#define EvenRhythmID 255
//Faire Skills: +4 damage when equipping a weapon of the specified type.
//Author Unknown (Initial Commit)
#define SwordfaireID 38
#define LancefaireID 39
#define AxefaireID 40
#define BowfaireID 41
#define TomefaireID 42
//Fiery Blood: +4 damage when HP is not at max.
//Author Unknown (Initial Commit)
#define FieryBloodID 98
//Fortune: This unit cannot be crit.
//By Sme
#define FortuneID 254
//Frenzy: For every 4 damage taken, +1 to damage dealt.
//By Tequila
#define FrenzyID 9
//Hawkeye: User will always hit the enemy.
//By SD9k
#define HawkeyeID 153
//Heavy Strikes: Add weapon weight to critical chance.
//By Datagne
#define HeavyStrikesID 198
//Holy Aura: Gain +1 damage, +5% hit, +5% avoid, +5% crit when using light.
//By Datagne
#define HolyAuraID 193
//Insight: Hit +20.
//By Sme
#define InsightID 220
//Knight Aspirant: When above 75% health, +2 damage, +15% avoid.
//By Datagne
#define KnightAspirantID 203
//Life and Death: +10 to damage dealt and taken.
//Author Unknown (Initial Commit)
#define LifeAndDeathID 81
//Light Weight: When holding three or less items, attack speed +3.
//Author Unknown (Initial Commit)
#define LightWeightID 115
//Loyalty: When within 2 spaces of a Lord, -3 damage taken, +15% hit.
//By Datagne
#define LoyaltyID 195
//Lucky Seven: +20 Hit and Avoid until the 7th turn.
//Author Unknown (Initial Commit)
#define LuckySevenID 130
//Mage Slayer: Gain +2 damage and +10% crit when facing magical enemies.
//By Datagne
#define MageSlayerID 202
//Natural Cover: -3 damage taken when on terrain with effects.
//Author Unknown (Initial Commit)
#define NaturalCoverID 100
//Opportunist: +4 damage if the foe cannot counter.
//By Tequila
#define OpportunistID 85
//Outrider: Take -1 damage and gain +3% crit per space moved.
//By Datagne
#define OutriderID 197
//Perfectionist: +15 Hit/Avoid when user’s HP is at maximum.
//By Zeta
#define PerfectionistID 190
//Prescience: When initiating battle, Hit and Avo +15.
//By Sme
#define PrescienceID 226
//Puissance: +3 Damage when the user’s Strength is higher than the enemy’s.
//By Zeta
#define PuissanceID 191
//Quick/Slow Burn: Hit and Avoid bonus increasing or decreasing each turn, maximum +15.
//Author Unknown (Initial Commit)
#define QuickBurnID 133
#define SlowBurnID 134
//Short Shield: Gain 6 defense against attacks recieved in melee.
//By Sme
#define ShortShieldID 237
//Silent Pride: Gain 2 damage and take -2 damage per 25% below max HP.
//By Datagne
#define SilentPrideID 194
//Stance Skills: Bonus to stats when defending.
//By Snakey1
#define BracingStanceID 155
#define DartingStanceID 156
#define FierceStanceID 157
#define KestrelStanceID 158
#define MirrorStanceID 159
#define ReadyStanceID 160
#define SteadyStanceID 161
#define SturdyStanceID 162
#define SwiftStanceID 163
#define WardingStanceID 164
#define SpectrumStanceID 165
//By Sme
#define AlertStanceID 244
#define AlertStancePlusID 245
//Thunderstorm: If weapon weight > enemy W. Weight, +2 dmg, +15% hit, +5% crit.
//By Datagne
#define ThunderstormID 196
//Tower Shield: Gain 6 defense against attacks recieved at range.
//By Sme
#define TowerShieldID 238
//Tower Shield+: Take no damage against attacks recieved at range.
//By Sme
#define TowerShieldPlusID 239
//Trample: +5 damage to unmounted units.
//By Tequila
#define TrampleID 86
//Vanity: Gain +2 Damage and +10 Hit when fighting enemy at 2 range.
//By Datagne
#define VanityID 201
//Vigilance: Avoid +20.
//By Sme
#define VigilanceID 221
//Wind Disciple: +10 Hit and Avoid when HP is not at max.
//Author Unknown (Initial Commit)
#define WindDiscipleID 111
//Wrath: If HP < 50%, +20 critical rate.
//Author Unknown (Initial Commit)
#define WrathID 34
//Quick Draw: +4 Damage when initiating battle.
//Author Unknown (Initial Commit)
#define QuickDrawID 110
// Arcane Blade: When initiating battle at 1 range: Add 3+(Mag/2) to Hit and Crit.
//By Zeta
#define ArcaneBladeID 255
//Blue Flame: Attack +2. When adjacent to an ally, Attack +4.
//By Sme
#define BlueFlameID 255
//Double Lion: All weapons are treated as brave.
//By Sme
#define DoubleLionID 125
//Thighdeology: If a unit within 3 tiles has Nice Thighs, gain +2 Attack and +20 Hit.
//By Sme
#define ThighdeologyID 132
//Thotslayer: +15 crit against units with Nice Thighs or Personality.
//By Sme
#define ThotslayerID 255
//Proc Skills
//Adept: Gain a consecutive attack. (Speed % activation)
//Author Unknown (Initial Commit)
#define AdeptID 10
//Aegis: Nullify a magic attack. (Skill % activation)
//Author Unknown (Initial Commit)
#define AegisID 24
//Aether: First strike absorbs HP, second strike negates defenses. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define AetherID 16
//Astra: 5 attacks at half damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define AstraID 17
//Bane: Leave the opponent at 1 HP. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define BaneID 124
//Barricade: Damage taken is halved after first being struck.
//By Snakey1
#define BarricadeID 187
//Barricade+: In combat, damage recieved equals half of the damage when struck last.
//By Snakey1
#define BarricadePlusID 188
//Black Magic: Skill% chance to inflict a random status.
//By Tequila
#define BlackMagicID 169
//Colossus: Triples Strength. (Skill % activation)
//Author Unknown (Initial Commit)
#define ColossusID 67
//Corona: Negate enemy resistance. (Skill% activation)
//By Sme
#define CoronaID 246
//Counter: Reflect physical damage when attacked at 1-2 range.
//Author Unknown (Initial Commit)
#define CounterID 35
//Countermagic: Reflect magic damage when attacked at 1-2 range.
//Author Unknown (Initial Commit)
#define CounterMagicID 36
//Deadeye: Doubles hit rate. Skill% chance to inflict sleep.
//By Sme
#define DeadeyeID 252
//Devil’s Luck: Immune to Devil Reversal. Gives unit’s Devil Reversal to the enemy. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsLuckID 181
//Devil’s Pact: Immune to Devil Reversal. Curses the enemy with Devil Reversal. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsPactID 182
//Devil’s Whim: This unit is cursed, but the curse spreads to the enemy as well. (31-Luck % chance of Devil Reversal).
//By Leonarth
#define DevilsWhimID 183
//Down With Arch: If the hit lands, instantly kill the enemy unit. (Only if name starts with “Arch”)
#define DownWithArchID 255
//Dragon Fang: 1.5x damage. (Skill% activation)
//By Sme
#define DragonFangID 253
//Enrage: Inflict berserk status. (Skill% activation)
//By Sme
#define EnrageID 251
//Flare: Halve enemy resistance. (Skill% activation)
//By Sme
#define FlareID 247
//Foresight: Avoid the damage from enemy Critical Hits and Skill Activations.
//By Leonarth
#define ForesightID 172
//Ignis: Add Def/2 and Res/2 to damage dealt. (Skill % activation)
//Author Unknown (Initial Commit)
#define IgnisID 80
//Impale: Deal 4x damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define ImpaleID 66
//Lethality: Instantly kill opponent. (Skill/2 % activation)
//Author Unknown (Initial Commit)
#define LethalityID 13
//Luna: Negates enemy defenses. (Skill % activation)
//Author Unknown (Initial Commit)
#define LunaID 14
//Miracle: Survive a lethal attack if HP > 50%.
//Author Unknown (Initial Commit)
#define MiracleID 37
//Moonbow: Enemy Def/Res is reduced by 25%. Charge: 2
//Author Unknown (Initial Commit)
#define MoonbowID 255
//Pavise: Nullify a physical attack. (Skill % activation)
//Author Unknown (Initial Commit)
#define PaviseID 25
//Petrify: Inflict stone status. (Skill% activation)
//By Sme
#define PetrifyID 250
//Sol: Restore damage dealt as HP. (Skill % activation)
//Author Unknown (Initial Commit)
#define SolID 15
//Sure Shot: A precision attack that always hits and does 1.5x damage. (Skill % activation)
//Author Unknown (Initial Commit)
#define SureShotID 5
//Corrosion: Decrease durability of enemy’s weapon by User’s level (Skill/2 % activation)
//By Sme
#define CorrosionID 255
//Glacies: Add unit’s Resistance to damage dealt. (Skill % activation)
//By Sme
#define GlaciesID 121
//Great Shield: Negate all damage. (Defense % activation)
//By Sme
#define GreatShieldID 255
//Vengeance: Add half of damage taken to damage dealt. (Skill % activation)
//By Sme
#define VengeanceID 255
//Range Skills
//Bow Range +1: Maximum range of equipped bows is increased.
//By Teraspark
#define BowRangeUpID 77
//Point Blank: Minimum range of equipped bows is set to 1.
//By Teraspark
#define PointBlankID 189
//Staff Savant: Maximum range of staves is increased by 1.
//By Teraspark
#define StaffSavantID 78
//Tome Range +1: Maximum range of equipped tome is increased.
//By Kirb
#define TomeRangeUpID 243
//Rounds Data Skills
//Armsthrift: Luck % chance to not consume weapon durability.
//Author Unknown (Initial Commit)
#define ArmsthriftID 120
//Dazzle: Opponents cannot counterattack this unit.
//By circleseverywhere
#define DazzleID 141
//Desperation: If HP < 50%, double attacks occur immediately.
#define DesperationID 33 //DONE by ??? (Initial Commit)
//Assassinate: When initiating battle at 1 range: +2 Damage, double attacks occur before counter.
//By Zeta
#define AssassinateID 255
//Stat Modifier Skills
//Defiant Skills: When HP is 25% or lower, gain +4 to the given stat.
//By Sme
#define DefiantStrID 229
#define DefiantMagID 230
#define DefiantSklID 231
#define DefiantSpdID 232
#define DefiantLckID 233
#define DefiantDefID 234
#define DefiantResID 235
//Resolve: When HP < 50%, gain 1.5x Str, Skl, & Spd.
//By Sme
#define ResolveID 219
//Fortress Defense: +5 Def, -3 Str/Mag
//By Leonarth
#define FortressDefenseID 170
//Fortress Resistance: 5 Res, -3 Str/Mag
//By Leonarth
#define FortressResistanceID 171
//Life and Death: Grants +5 Atk/Mag/Spd, -5 Def/Res.
//By Leonarth
#define HeroesLifeAndDeathID 150
//Push Skills: When HP is full, gain +5 to the given stat.
//By Sme
#define PushStrID 144
#define PushMagID 145#define PushSklID 146#define PushSpdID 147#define PushDefID 149#define PushResID 151
//Lull Skills: Negate the effects of a rally for the given stat.
//By Sme
#define LullStrID 255
#define LullMagID 255
#define LullSklID 255
#define LullSpdID 255
#define LullLckID 255
#define LullDefID 255
#define LullResID 255
#define LullSpectrumID 255
//Unit Menu Skills
//Rally Skills: +4 to specified stat to allies within 2 tiles.
//Author Unknown (Initial Commit)
#define RallyStrID 68
#define RallyMagID 69 //Requires Str/Mag Split
#define RallySklID 70
#define RallySpdID 71
#define RallyLukID 72
#define RallyDefID 73
#define RallyResID 74
#define RallyMovID 75
#define RallySpectrumID 76
//Capture: Capture an enemy after defeating it with reduced stats.
//By Tequila
#define CaptureID 168
//Dance: Refresh an ally unit to let them act again.
//By Sme
#define DanceID 46
//Gamble: A reckless attack with halved hit but doubled crit.
//Author Unknown (Initial Commit)
#define GambleID 108
//Lunge: Swap places with the opponent after combat. (No effect if Move is --)
//By Tequila
#define LungeID 83
//Mercy: Enemies are left with at least 1 HP.
//By Tequila
#define MercyID 8
//Summon: Can conjure a phantom soldier to fight alongside you.
//By Sme
#define SummonID 45
//Supply: This unit has access to the convoy.
//By Sme
#define SupplyID 143
//Shove: Allows unit to push other units one tile away.
//By StanH
#define ShoveID 122
//Smite: Allows unit to push other units two tiles away.
//By StanH
#define SmiteID 123
//Pivot: Allows unit to move to the opposite side of an adjacent ally.
//By StanH
#define PivotID 136 //DONE by StanH
//Reposition: Allows unit to pull an adjacent ally to its opposite side.
//By StanH
#define RepositionID 137
//Swap: Allows unit to swap positions with an adjacent ally.
//By StanH
#define SwapID 138
//Steal: Unit can steal items.
//By Tequila
#define StealID 166
//Steal+: Unit can steal unequipped weapons and staves if con>weight.
//By Tequila
#define StealPlusID 167
//Miscellaneous Skills
//Wary Fighter: Unit cannot double or be doubled.
//By Tequila
#define WaryFighterID 4
//Savior: Can rescue without penalties.
//Author Unknown (Initial Commit)
#define SaviorID 7
//Discipline: Weapon experience gains are doubled.
//Author Unknown (Initial Commit)
#define DisciplineID 18
//Vantage: If HP < 50%, strike first when attacked.
//Author Unknown (Initial Commit)
#define VantageID 32
//Vantage+: User always attacks first, even if attacked. Negates crits.
//By SD9k
#define VantagePlusID 152
//Nihil: Cancels the opponent’s skills in combat.
//Author Unknown (Initial Commit)
#define NihilID 63
//Live to Serve: When healing an ally, also heals self.
////Author Unknown (Initial Commit) & Leonarth
#define LiveToServeID 79
//Locktouch: Can open locks without keys or picks.
//By Kao
#define LockTouchID 82
#define LocktouchID LockTouchID //Alias
//Expertise: Reduce bonus damage from critical hits by 50%.
//Author Unknown (Initial Commit)
#define ExpertiseID 96
//Celerity: Movement +2.
//Author Unknown (Initial Commit)
#define CelerityID 97
//Dragon’s Blood: Unit is able to activate Dragon Veins.
//By Colorz
#define DragonsBloodID 255
//Hero: +30% skill activation rate when HP is below 50%.
//By Sme
#define HeroID 206
//Rightful King: +10% to Skill activation rate.
//Author Unknown (Initial Commit)
#define RightfulKingID 128
//Rightful God: +30% to Skill activation rate.
//Author Unknown (Initial Commit)
#define RightfulGodID 255
//Rightful Arch: Sets Skill activation rate to 100%.
//Author Unknown (Initial Commit)
#define RightfulArchID 255
//Triangle Adept: Doubles weapon triangle effects for this unit.
//By Tequila
#define TriAdeptID 142
#define TriangleAdeptID TriAdeptID //Alias
//Triangle Adept+: Doubles weapon triangle effects.
//By Sme
#define TriAdeptPlusID 255
#define TriangleAdeptPlusID TriAdeptPlusID //Alias
//Inspiring Tune: Refreshing a unit grants them +2 Pow/Def until the next turn.
//By Leonarth
#define VigorDanceID 175
#define InspiringTuneID 175 //Alias
//Liquid Ooze: Attackers trying to gain HP from attacking this unit lose it instead.
//By Leonarth
#define LiquidOozeID 178
//Shadowgift: Allows the user to use Dark Magic. (Uses highest Magic Rank)
//By Leonarth
#define ShadowgiftID 179
//Lumina: Allows the user to use Light Magic. (Uses highest Magic Rank)
//By Leonarth
#define LuminaID 180
//Discipline+: Weapon experience gains are doubled. Unit may S-Rank multiple weapon types.
//By Zeta
#define DisciplinePlusID 204
//Watchful: This unit cannot be captured or stolen from.
//By Sme
#define WatchfulID 205
//Boon: Cure bad status effects at the beginning of each turn.
//By Sme
#define BoonID 207
//Bargain: Halves prices in shops.
//By Sme
#define BargainID 236
//Poise: +1 Move. Negates enemy hit bonus from weapon triangle advantage.
//By Zeta
#define PoiseID 107
//Amische: This unit’s religion disallows them from using non-Iron weaponry.
//By Sme
#define AmischeID 255
//Biorhythm Skills: Double or halve biorhythm effects.
//By Sme
#define TempestID 255 //Requires Biorhythm
#define SerenityID 255//Requires Biorhythm
//Display-Only Skills
#define CunningID 12
#define NiceThighsID 50#define PersonalityID 109//Broken Skills
#define Roll12ID 255#define TraceID 255#define CatchEmAllID 255#define TriangleAttackID 255
///WIP Skills
#define ForeignPrincessID 88
#define QuickRiposteID 218
#define EclipseID 255
#define SkyguardID 255
#define HorseguardID 255
#define ArmorboostID 255
#define ArmorBoostID ArmorboostID //Alias
#define ChargePlusID 255
#define MoonlightID 255
I apologize if that is not what you meant